Hyrule, the land of the Gods, home of the Master Sword and the world that the Sacred Realm resides in. It's here that many battles have taken place, where countless times blood has been shed in the name of the Golden Power. It's in this world that the Hero's legacy lives on the breath of the Wind and in the Legends deep within its temples. But this Legend doesn't tell of Hyrule, but a country not far from its borders. A country that's roamed by humans, dragons and other creatures alike called Doragon. But unlike Hyrule, this country cannot defend against evil. It houses no hero to combat the corrupt empire that towers over it. It's the 10th year since the empire grew evil and only now does a hero show, a dormant hero from the land of the Gods.

HAY!! YOU GUYS CAN SUPPORT ME NOW!!(http://crystalrook.sitesled.com/promo%20copy.jpg)[U R L=http://www.zfgc.com/forum/index.php?topic=11797.0][I M G]http://crystalrook.sitesled.com/promo%20copy.jpg[/img][/URL] (Just remove the spaces from URL and IMG

NEW STUFF HERE2/3/10Debug dump as requested is added. For the people it crashed for, run the engine and send me back the debug.dbg file that's created. I'll pick it apart and see what's going on. I tried it on a computer at school, and it seems to be caused by resources not loading properly on all machines.

http://crystalrook.sitesled.com/assets/images/sod/Release.rar

1/18/10I need some testing done. All I need you to do is walk around, I'm looking for image tearing onthe background and any other graphic bugs. There's been some major overhauls made on somethings, but you won't really notice them. WASD to walk, post your specs with yourresults.

http://crystalrook.sitesled.com/Release%207.5.rar

Also, I'll note that there are no hitboxes or boundaries in the map running, so you can justwalk through everything. It's not a glitch. When you start the exe, you'll see a few seconds of white, then the title screen. Hit enter to start the map up.

11/10/09(http://img.photobucket.com/albums/v83/mastergohan/HVSTSod6.png)New screenshot of the "Seedling Grove."

10/20/09So uhh..I've made progress. Lots of progress. LIKE THIS HARDCORE FINISHED MAP FORMAT.(http://crystalrook.sitesled.com/assets/images/sod/sodC++5.PNG)Also, there's a Zelda talking to you.

(http://crystalrook.sitesled.com/assets/images/sod/sodC++6.PNG)More of the map.

6/11/09This ones a bit of a milestone, I think. This is the first ingame screenshot running on the Harvest Engine. This map was not hardcoded into the game. It's being read completely from a custom map file format and runs at the full 50fps.(http://img.photobucket.com/albums/v83/mastergohan/sodC2.png)

6/1/09I've just finished optimizing the graphics engine and working out the bugs, as such I'm releasing another public build. You won't see much difference from the last build, but I need to see how performance has improved with my changes. Anyone who had speed issues before should notice an increase in framerate. So, on that note, I've added a poll to figure out what to put in the next build. Please remember to install the VC++ 08 runtime if you haven't already.

known issues:Player gets a little stuck on collisions.The engine may crash when filling/emptying the magic meter (shift/enter)the screen snaps back to the origin when it regains focus or resizes.

Please get back to me on performance.

Credits:4sword: a good chunk of my walking engine

5/28/09It looks like my webhost is still down, which means all my screenshots are useless =_= In the market for a new one. Anyway!Just finished writing the reader for my custom map format as well as the map editor. There's not much left to do on the core engine. All that's left there is to make the maps playable, and update the AI and the phyiscs. After that, I'll just have some weapons left to work on and then I can actually get this thing going.Engine progress: lets say..90%?overall progress: still lingering at the 2% mark

5/9/09I've started working on a map editor for myself that I'll of course be releasing with the engine.It's very primitive at this point and can't do much, but it's coming along.(http://img.photobucket.com/albums/v83/mastergohan/editor01.png)4/14/09Build 5 released! This should show some progress since the last build, namely the boomerang,the bombs, audio, and the HUD. I also need some feedback on how everything looks and runs.I'm expecting it to run about the same as it did last time, but I'll ask for some details on thatanyway. As last time, give me your system specs and how well it runs. Also, any comments on HUD design or anything like that is appreciated. Controls are in the readme file.

4/10/09Progress update!! I've added a bunch of things since the last update:bombsboomerang (has a few bugs)iron boots (only lowers speed, no water based stuff yet)arrowswindow scrolling (almost finished, need to get the HUD moving)collision detection

I plan on getting some audio in here soon as well (.mid, .ogg and .wav). I'm thinking..expectthe next build in a month or two? Yea, that sounds good. You can all throw apples at meif I don't release it in time.

3/12/09I thought you all might like this little blurb...This is one of the few things Link will ever say.(http://crystalrook.sitesled.com/assets/images/sod/HVSTSod1.PNG)C+C on the textbox please? Fancy design on the back of it from SeleneHeart's (from DA) photoshop brushpack.

2/23/09The first build is now released. It's just a walking and tiling engine, but I need to see how things are running on other machines. So, if you're a visual C++ 2008 user, please give this a try.

http://crystalrook.sitesled.com/assets/programs/Sword%20of%20Divination%20build%201.zipExtract the Harvest Engine folder directly to your c drive. The exe is in the release folder.Credit to Hoffy for the tiles used. Arrow keys to move, press enter to kill the kirby sprite.You'll also need the C++ runtime, which you can find here: http://www.microsoft.com/downloads/details.aspx?FamilyID=9B2DA534-3E03-4391-8A4D-074B9F2BC1BF&displaylang=enI'll be including this in future builds.

Please report back to me with your cpu usage, memory usage, about how fast it runs for you, your specs, and any problems/glitches you run into. Also, your operating system.

2/15/09Tilesheets are now supported =D(http://crystalrook.sitesled.com/assets/images/sod/screen14.PNG)Just using a small lttp sheet to show that it works. Still have to work that transparency there. Also, I'm planning on releasing a small test build of the engine. Once I've gotten some method of limiting the fps that is, heheh. Expect something soon though.

12/9/08C++ development has started. I got sick of GM. REALLY sick of it. The game will be running under the Harvest Engine, an engine I've recently started developing which is coming along nicely. Screens will be posted when something looks good.

5/8/08Oh cool, two screenshits. No, not screenshots, screenshits. Because they're shitty. The area that I'm showing is horribly incomplete (due to tiles that have yet to be made, and the area is just huge), but I haven't shown anything in a month. So, here is the peak of Windfall Mountain. Yea, the same Windfall that was in Wind Waker.

(http://crystalrook.sitesled.com/assets/sod/screen11.png)

(http://crystalrook.sitesled.com/assets/sod/screen12.png)Honestly, I didn't even want to show these yet because they're so early in production. I'm planning to have the opening of the game start off here, so there will be some things for you to do here. I'm including in it:A cave or two with some stuff to doBrief side questsThings to actually make your rupees worth getting (shops, minigames, etc)and some more stuff

5/7/08No screenshots (yet) but I'm mapping out quite a bit area atm. That I will have screenshots for you shortly I hope. (oh some update this is, m i rite?)

4/7/08I've got a new screenie and some gameplay info.(http://crystalrook.sitesled.com/assets/sod/screen10.PNG)Yes, I have been spriting my ass off. Anyway, this is the electromagnetic arrow (the arrow sprite is off the screen already.)This is an example of the "pairings" you can make. Certain items can be paired with the forces, essences and entities you find in thefirst 3 dungeons. In this case for example, the force of electromagnetism is being paired with the arrows, giving them the property ofwell..electromagnetism. Physics objects in the room will be attracted or repelled in relation to the arrow's position. This could be useful to you, say when you get iron boots, giving you the ability to launch yourself across the room.

3/30/08Oh look, it's a new title screen! In the new resolution! How awesome! C+C?(http://crystalrook.sitesled.com/assets/sod/screen9.PNG)and I should probably mention that the light in the background slowly pulsates in game.

3/25/08Lessee, the new resolution will be 320x240, the same that Shadowgazer is using. I don't have any screenshots currently, but I'm gonna get to work on a new title screen and such.

3/24/08Considering the last poll was at a standstill, i've done a new one between the two that tied. If I get no results or another tie within 2 days, I'll make the choice myself.

3/22/08I've put up a poll for the game's resolution. The options have the resolution and a game here on ZFGC using that resolutuon for a reference. I've left an other option as well, if you choose that then please specify in a post.

3/19/08My hosting is down, so the screenshots all went to !@#$% along with the old demo..Anyway, new webhost for now.

Demo 2http://www.esnips.com/web/onisephiroth-SoDthe demo and mp3 pack (not really a pack this time..) are both available here. Extract everything in the rar to a folder, if you choose to use the mp3 pack, extract those to the same folder.

infoFirst off, it's just a walking demo. It's just to show the BASIC phyiscs I have working. It's one room with some stuff you can push around by walking into it and by using force magic. There's also a treasure chest which I think some of you may find kind of entertaining..

changes from last demoalternate title music. Either this one or the old one will play, it'll be completely random which one plays when you start.New cursor engine, follows the mouse perfectly and has different sprites for each spell.Teleportation magic responds properly every time you use itObjects like jars and rocks can be moved around by walking into themAcceleration and DecelerationSword was taken out for now, it's not needed nor is it complete >.<

Please report any bugs to me guys, I can't find them all and I know there's going to be quite a bit that I missed. >.> And please make sure you keep the mouse cursor in the window, i've already gotten complains about people who can't find the cursor for the magic because they don't put the mouse in the game window. Credits at the bottom

3/17/08I'm requesting an assistant physics programmer to solve this current issue I'm having. I don't think it's more of a physics problem than something else completley bizarre. Anyway, see this thread for details: http://www.zfgc.com/forum/index.php?topic=24470.0

3/16/08Progress update: I have NO idea what to do for the next demo to show what I've got going with the current physics. I'm thinking of just making a simple walking demo with some phys objects you'll be able to play around with a bit. I'm also having a slight difficulty getting things to be able to be pushed around, once that's out of the way my ass will belong to making the demo room.

3/14/08WHAT?? THIS IS STILL HERE??? WHAT THE HELL!!!!!!!! ....Yea, anyway, I added a new screenshot and i'm planning a new demo. Nothing has gotten done since the last update so I need catch up with myself and rewrite some code and fix the physics I added.(http://crystalrook.sitesled.com/assets/sod/screen5.PNG)

8/9/07I've uploaded a screenshot of the new cursor engine..well...uhh..you'll only be able to see the sprite i've used.(http://crystalrook.sitesled.com/assets/sod/screen4.PNG)it's a bit pixelated but you won't notice that in game since it spins. There's also different colors for each force, red for grav, blue for electro, green for magic. They also glow when they first appear. This room won't be in the final game btw.

8/7/07wow been a while...I'm releasing a demo today. It was originally made for Z3 but since we have no idea whats up with that, i'm releasing it now.

demo 1: http://crystalrook.sitesled.com/sword_of_divination_demo1.rardemo 1 mp3 pack (optional, but I recommend it..plus I need feedback on the music): http://crystalrook.sitesled.com/sodmp3pack.rarInstructions: Just extract the mp3s to whatever folder the .exe is inmissing sound file: http://crystalrook.sitesled.com/ancienthero.mp3 Save this in the same folder as the .exe It'll fix the error you get when opening the game.

infothere are 3 dungeons in this demo showing the basics of the forces of power. It's pretty shitty physics and the engine still needs some work, but what can I say? It's the first demo. I've left some rooms fast and others slow, I want you guys to tell me which you prefer. I've also updated the cursor engine since I finished the demo, you'll see that in the next demo. For now you'll have to deal with the slow, annoying, shitty version.

Forces of power are explained in the game. Credits will be up soon, I gotta get the names together still

One last thing, the demo is still lttp style...the final game will be ZFGC style

2/4/07nothing new, i've got a question fer ya. Would you guys prefer me to continue this in Game Maker or learn openGL and make it in C++? Keep some things in mind, Game Maker gives everything I need except for well...the power that C++ provides, while C++ will require me to learn openGL and find a sound API, but will also give me time to develop the story and whatnot more.

1/25/07As i've said before, there will be mp3s for the music as opposed to MIDIs. I myself didnt make these, I only took MIDIs from vgmusic and whatnot and put em through Fruity Loops. Anyway, here are 2 samples of what i've come out with.

1/21/07New screenshots with the lttp tiles. See below them for some more gameplay info.

(http://crystalrook.sitesled.com/screen1.PNG)the opening story. Kinda plain, might add more later. Credit to TRW for the text engine and Seleneheart of DA for the textbox design brushes.

(http://crystalrook.sitesled.com/screen2.PNG)Link's house, second floor. Also a bit plain, but as you can see by the second bed, he's not living alone :O!

(http://crystalrook.sitesled.com/screen3.PNG)And part of Hyrule Castle Town, namely the northern part

gameplayI'm straying a bit from the norm as far as gaining main items goes. Where in oot you got medallions and in mm you got masks, here you'll get objects related to the gods of hyrule and doragon. But it'll be a bit different, as each will be made up of multiple items that you will gain throughout the dungeon and then one from the boss to bind them all together. I'm also allowing some of these items to be used in combat. For example, one of the forces of power will be the force of electromagnetism. Creating electromagnetic fields and changing the charge of certain objects could be very useful to you. In addition, some of the abilities of the items will be able to be bound to weapons, for example the forces of power can be applied to arrows. In this case, you could bind electromagnetism to it, don your iron boots and fire an arrow and get launched with it. Of course there are other forces to be used, but of course you'll have to wait until I decide to reveal those.

I will leave you with a teaser of sorts: Forces, entities, essences and souls.

1/12/07What type of physics would you like to see? We have so far..forces (applied, friction (static and kinetic), weight, net)accelerationgravitymomentumspeed and velocityheat and pressure (still figuring out how to put these to use, but it sounds interesting)

12/23/06Recently i've become REDICULOUSLY interested in Physics. I'm not talkin' hl2 physics, i'm talkin' like...real physics. I'm planning on adding some to the game to enhance the game play. Things such as friction, inertia, acceleration, forces, gravity, net force, weight etc. I've got the real-life equations for this stuff, so figuring out how to apply it should be the only tough part.

The fourth legend in the Royal Family's chronicles, passed down through Doragon's people. Some may even call it a prophecy. On the night the moon shines red in the light of twilight, when the gale of the desert reaches the plains, and when the smell of ash is in the air, one of the three harbingers of the Gods will show and with him, he will bear with him their false message. A message that will blanket Doragon in darkness and take over its people. And when the country reaches its darkest hour that not even the sword forged with divine steel cannot cut through alone, a hero will show also bearing witness of the message of the Gods that will part the darkness and shine the light of the sun on Doragon once again.----------------------

i'm unsure at the moment of the style, i'm leaning towards editing minish cap sprites a bit. I'm also not sure if i'm going to do this in GM or challenge myself and go for C++.

edit: and again, i'm unsure at the moment as to whats going on with masks of time and death. I'm still waiting for my friend to give me the boss designs he made a few years ago so I can get crackin'

edit2: got a title screen goin. bg made with terraingen and edited w/ photoshop, everything else in photoshop. gotta do somethin' about that damn green outline though..

edit3: I fixed the transparancy on the text. Looks sooo much better now. I've removed the border since it was bothering me, but it'll probably be back later on.

I like the idea, however you still have few material to comment.And I like the idea of having a HD game, I never cared about HD, but in this case I'm curious to see how will it turn out.By the way, I don't like your logo, is it temporary?

the logo itself is probably not temp, as i said above i'm aware that the transparencies are screwed up. As for the background, i'm not good at pixel art. If someone wants to attempt to pixel it, by all means go for it and we'll see how it comes out.

Well improve your mapping, put a normal resolution and change that Link, because he doesn't fit at all with M'C style. TRy some new things, customs things. Try to make your game interesting between all those fangames.

Interesting that you'd want to add physics to the game. The thing is, I see linear/two-dimensional motion working out fine until you get to gravity. Given the perspective of the game, how much gravity could there really be? Also, since vertical proportion is sort of blown out the window, how are you to decide what's a meter, let alone have something accelerate at 9.8m/s2. The way I see it, is that you could get away with the way things traditionally fall in Zelda games, but then you could add in some side-scrolling bits to really give a proper proportion to both dimensions and then be able to adequately portray gravity.

One fun thing that might be fun to do from a side-scrolling perspective is something with cannons. Right there you have yourself some instant projectile motion!

Oh, and BTW, I'm agreeing with cb in that the LttP link doesn't fit. Use the MC one ;).

well at the moment, the only thing i could figure with gravity is weight. I'll add that side-scrolling thing though =)

as for the sprites, i'm actually probably gonna end up falling back on lttp style. I just can't work with these minish cap sprites, they're too complex for me haha. Plus they'll be harder to edit and create customs.

well at the moment, the only thing i could figure with gravity is weight. I'll add that side-scrolling thing though =)

as for the sprites, i'm actually probably gonna end up falling back on lttp style. I just can't work with these minish cap sprites, they're too complex for me haha. Plus they'll be harder to edit and create customs.

Quantum Physics could be interesting..i'll have to look it up on wikipedia as i don't know much about it. As for the sprite style, again, the FSA and MC tiles are too bright for the theme of this but i'm working on making the style look well...lets say lttp 2?

I voted for C++. It might take longer to make, but there'll be less limitations, and stuff. And it'll be awesome to see the production move, it'd be like watching Nintendo make a game. Except you're... one person, and not as skilled as some of Nintendo's workers.

here's a quick example of how you can tile with the zfgc tiles(http://i27.tinypic.com/10x7tde.gif)they're more versatile than how you're currently using em (http://www.zfgc.com/forum/Smileys/takam/wink.gif)

wise choice with the new resolution, your old huge resolution would make indoor rooms look bad with all the blank space around that would be caused.not too big, not too small (http://img.photobucket.com/albums/v358/TakaM/other/64D/tup.gif)

wise choice with the new resolution, your old huge resolution would make indoor rooms look bad with all the blank space around that would be caused.not too big, not too small (http://img.photobucket.com/albums/v358/TakaM/other/64D/tup.gif)

Yesss. I pretty good with Gamemaker and I'm an ok spriter. I also have a Zelda engine that you could use if you want (not made by me, made by dlbrooks). I mainly just do edits of sprites though. But I'll certainly try to do it if you want me to. Just no big bosses, lol.EDIT: I finally made a good story for my fan game that I have been workin on so I'm going to work on that, but we will probably have similar sprites that will be needed, so I'll share all my sprites with you.

Well if you want kid link in zfgc then I will be finishing the sprite, eventually, >:D lol. It'll take awhile tho. Also You can see my fan game in this section. What tiles do you need? I haven't started on tiles yet.

Hmm...it looks like I didn't see those last few posts. I just realized the demo wasn't up. I've added it to the archive. Umm...development in C++ has started, the engine seems to be going decent so far although it's VERY primitive. Graphics engine is running, sound engine is running, player class is in working order. I'm working on the map format currently.

Hmm...it looks like I didn't see those last few posts. I just realized the demo wasn't up. I've added it to the archive. Umm...development in C++ has started, the engine seems to be going decent so far although it's VERY primitive. Graphics engine is running, sound engine is running, player class is in working order. I'm working on the map format currently.

Good to hear that you've switched to C++. What graphics library are you using with the project?

It might just be my machine being pissed off at the moment but the framerate I got was going from really high to really low. Maybe I have to update my drivers but considering how little is happening it's odd.

I found one bug, when you hit an arrow key Link's animation speed increases. When you hit another, it increases, again, and so on. When you let one key go, his speed is lowered, and when you release another, it lowers again.

You're talking about walking diagonally, right? I've been trying to solve that one for quite some time now >_> On another note, the crashing on pressing enter bug has been fixed (I don't know if anyone here experienced that problem.)

Also, I've added a link to the C++ redistributable package on the first post so everyone can run it now.

Hmm...can you clarify a bit on the last two comments? What's showing up that looks like it's creating a second link object and what do you mean by the text seems too close? Like, the letters are too close to each other?

Hmm...can you clarify a bit on the last two comments? What's showing up that looks like it's creating a second link object and what do you mean by the text seems too close? Like, the letters are too close to each other?

Sorry for the late reply ;)

Yes the letters are too close to each other to me.

By second link object comment I mean it had another link image behind the boomerang image... or something. It definitely had two different link images at some points and it all started with using the boomerang.

Hmm...can you clarify a bit on the last two comments? What's showing up that looks like it's creating a second link object and what do you mean by the text seems too close? Like, the letters are too close to each other?

Sorry for the late reply ;)

Yes the letters are too close to each other to me.

By second link object comment I mean it had another link image behind the boomerang image... or something. It definitely had two different link images at some points and it all started with using the boomerang.

Interesting, I never noticed it with the boomerang (and I still don't, which is weird.) I know it was happening with the walking, and that has been fixed.

Title: Re: [DEMO]Sword of Divination(What do you want in the next build?)
Post by: MG-Zero on June 02, 2009, 01:26:37 am

See the first post, guys.

Title: Re: [BUILD 5.5]Sword of Divination(6/11/09 First in game screenshot!)
Post by: MG-Zero on June 11, 2009, 04:14:59 pm

new screenshot up =D

Title: Re: [BUILD 5.5]Sword of Divination(6/11/09 First in game screenshot!)
Post by: Zaeranos on June 11, 2009, 04:27:01 pm

In the new screenshot I have found several graphic errors. It mostly looks like your tile set is way off. Because most graphic errors look like cutting mistakes. But at the left and right side of the roof the grass shows some colorations. Oh yeah the grass shows a big repeating pattern.

I hope you can do something with it. Keep up the good work.

Title: Re: [BUILD 5.5]Sword of Divination(6/11/09 First in game screenshot!)
Post by: MG-Zero on June 11, 2009, 04:28:06 pm

They're repeating tiles that you're seeing. Just me being lazy, they'll be less repetitive later on.

Title: Re: [BUILD 5.5]Sword of Divination(6/11/09 First in game screenshot!)
Post by: Zaeranos on June 11, 2009, 04:29:58 pm

Oops I forgot to attach this. I circled the graphic errors.

Title: Re: [BUILD 5.5]Sword of Divination(6/11/09 First in game screenshot!)
Post by: MG-Zero on June 11, 2009, 04:33:40 pm

ohh, that. It's an error in the tileset being used, not the engine. I haven't quite finished putting the tileset together yet, and so there's some errors on it. I didn't find those yet though, thanks.

It's one of those errors that doesn't happen on every computer >_> Works on mine, my sister's, my friend's and GM112's. Anyway, I'll check for pointer errors.

EDIT: uploaded a potential fix

Just a quick question:

Is this the link that we need to download the demo from: http://crystalrook.sitesled.com/Release%207.5.rar

Because, if so. Your fix did not work. It only delays the problem by a second or two. I don't know if you have a debug release that generates a log file, that I could send. Because I don't get much of an error message over here.

It's one of those errors that doesn't happen on every computer >_> Works on mine, my sister's, my friend's and GM112's. Anyway, I'll check for pointer errors.

EDIT: uploaded a potential fix

Just a quick question:

Is this the link that we need to download the demo from: http://crystalrook.sitesled.com/Release%207.5.rar

Because, if so. Your fix did not work. It only delays the problem by a second or two. I don't know if you have a debug release that generates a log file, that I could send. Because I don't get much of an error message over here.

Well obviously that's another problem >_> I removed the code that was causing the problem.

Nope, it wasn't tearing in the typical sense. There was a rounding error in the space between tiles, so when the camera scrolled, there were very small gaps between the tiles which would then be visible.

A few people are having the crashing issue. It's gonna be a bit harder to find this one though since it doesn't crash on my computer and I can't see what pointer is causing the crash..I'll hammer that !@#$% out, though!

MG, I don't mind test driving your fixes, but the problem is that for me the crash looks the same. If you release a version that creates a debug file. Not only with info that goes wrong, but also with the stuff that goes right.

In that way you can narrow down the part that gives the error and find what is wrong. Like I said, I don't mind testing.

MG, I don't mind test driving your fixes, but the problem is that for me the crash looks the same. If you release a version that creates a debug file. Not only with info that goes wrong, but also with the stuff that goes right.

In that way you can narrow down the part that gives the error and find what is wrong. Like I said, I don't mind testing.

..Did you even try running the update? Dotyue seems to be running fine.

Quote

no crash after fix

it works fine when its a walking level with boomerang and two buttons reacting

Good good, that's what I'm hoping for =)

Anyway, for anyone interested, there seemed to be some memory not initializing properly on the Zelda Entity I was testing on there.

MG, I don't mind test driving your fixes, but the problem is that for me the crash looks the same. If you release a version that creates a debug file. Not only with info that goes wrong, but also with the stuff that goes right.

In that way you can narrow down the part that gives the error and find what is wrong. Like I said, I don't mind testing.

..Did you even try running the update? Dotyue seems to be running fine.

Not on my PC with windows 7. I am currently at my parents place and I won't be home until tomorrow. I can test then if the problem persists with my PC.

EDIT: the update on my laptop still lags like crazy, but now it takes 4 seconds each frame.

tested it again and thought it would be fine after it suddenly crashed during pasting the shot into paint... tried to remake the crash and noticed that it happens after the game gets 91~92.000 K in RAM

and a ingame bug: when i use the boomerang while looking down it comes up from the lower part of the level

Okay, I was home a little sooner than I thought. And I tested the latest update.

Well it doesn't crash anymore, but I do get a lot of image tearing. When the screen scrolls I get some image tearing. I can't seem to capture it, because the lines appear and disappear really fast.

The boomerang is really faulty. When I keep the boomerang key pressed and the animation gets to the end, the animation repeats it self and resets the boomerang. Continuously. When throwing down the boomerang appears really far away from link and immediately returns.

Some additional C+C. Link seems to walk very slow. And for the view to scroll Link has to be very far to the side. You should keep the view centered on Link, unless you hit the boundary of the room.

The music also stopped after playing only once, it didn't loop. But I'm not sure if it was supposed to stop or loop.

PS: I saw you use fmodex.dll and ogg-vorbis dll's. I have been searching for a while to find an API for those libraries to properly use them and get the full potential out of them. Did you find them and where?

Hmmm, very weird. I downloaded this thinking it would fail out and dump so much needed debug information. Instead it ran just fine. XD So, I decided to test the old 7.5 version out again, and it failed as usual. You had to of changed something in your new debug version to make it work.

On my laptop the same problem still occurs. It uses 100% system resources and no movement at all. It is as if it is in an infinte loop. It happens as soon as the game starts. The dbg is attached.

So what you're telling me is, it's not crashing, it's just hanging?

Odd...well, it entered the main loop without a problem..so the problem is in there for you.

Yes, it uses 100% CPU time, when I press the first key. The music keeps playing nice without hiccups. But the rendering/world doesn't get updated. It is like it gets stuck in a infinite loop inside the main game loop.

lol That is very VERY odd. I have screen shots of both folders, the first is the new release. The second the previous release.

Sometimes, by merely observing an error you alter/fix the error itself. If the problem is that some of the resources weren't properly initialized before. Now by adding the statements for the debug, you might have given enough time to let windows properly initialize everything. Although the game may not be multithreaded, windows is.

Keep in mind that it's going to use more CPU than necessary because he isn't doing delta timing, opting instead to sleep and cap the FPS <.<

Well he's half-way there as I understand it...For each iteration you time how long it takes, calculate how much of the 1/xth of a second you have left, and release the CPU for that amount of time. And you also use Delta-timing in order to ensure objects move at the same rate even if the FPS drops below x updates per second.

At least that's how I do things. It means you're using exactly how much CPU you need to use, and if the person's still getting the entire CPU swallowed then you definitely have some performance issues to work out or they have a computer that just can't handle it.

You know, the need to release the cpu is really something books and online tutorials need to actually start mentioning -_- I barely ever see it mentioned except on forums when people are commenting on a person's program XD Kudos for, seemingly, actually doing it ^.^

Anyway, I ran the game with only minor 'flickering' graphical issues, that image 'tearing' you mentioned. It used like 2% of the CPU at most and I could close it fine ^^

Because this thread has been dead for quite some time, I'm updating to let everyone know this project is not dead. The engine has been under heavy development and I'm happy to say that it's reached the point of being functional enough to create a simple game with it! Basic things are now being implemented that are related to the game itself.